Gaming machine comprising switch to switch payout rates and control method thereof

ABSTRACT

A gaming machine comprising a switch to be operated to switch the payout rates of the gaming machine that repeatedly executes a unit game, and a controller that executes processing to make the duration time required for the unit game from start to end, which is started when the payout rate is switched from a first payout rate to a second payout rate higher than the first payout rate by the operation of the switch, shorter than that when the payout rate is switched to the first payout rate. When the payout rate of the gaming machine is switched from the first payout rate to the second payout rate higher than the former by the operation of the switch, the duration time required for the unit game from start to end which is started after the switching becomes shorter than that required for the unit game that is started at the time of the first payout rate.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is based upon and claims the benefit of priority from the prior Japanese Patent Application No. 2009-296013, filed on Dec. 25, 2009, the entire contents of which are incorporated herein by reference.

BACKGROUND OF THE INVENTION 1. Field of the Invention

The present invention relates to a gaming machine that repeatedly executes a unit game and a control method thereof.

In the gaming machine that repeatedly executes a unit game, the technique to change the payout rates is proposed conventionally.

In this regard, US Patent Application No. 2008-0058067 discloses a technique to change the payout rates in the gaming machine that repeatedly executes a unit game.

Recently, in overseas casinos, the popularity of the slot machine has declined and players tend to gather around the table game etc. One of the reasons seems to be that the casino side keeps the setting of the payout rate low in order to maintain sales.

With the slot machine in which when a lottery is won in the unit game, the game transitions from a base game to a bonus game and a number of payouts are awarded intensively, the number of payouts is very small in the base game compared to that in the bonus game. Consequently, with the slot machine that sets the payout rate low, a number of payouts in the bonus game hardly occur and players tend to have a strong impression that it is not possible to enjoy a play with the slot machine.

Even if the payout rate of the slot machine is set rather high, players cannot recognize that from its external appearance. Hence, the setting the payout rate rather high does not directly leads to players gathering around the slot machine. If the payout rate is set high, the sales will reduce accordingly, and therefore, the casino side cannot but hesitate to set the payout rate high.

Hence, even if the technique in US Patent Application No. 2008-0058067 is utilized, it is not possible to take effective measures to solve the problem of declined popularity of the slot machine described above.

SUMMARY OF THE INVENTION

The present invention has been made to solve this problem. An object of the present invention is to provide a gaming machine suitable for an attempt to achieve both the realization of attractive payout rates for players and the sales on the side of a machine provider (for example, casino) and a control method thereof.

A first aspect of the present invention is a gaming machine comprising: a switch to be operated to switch the payout rates of the gaming machine that repeatedly executes a unit game; and a controller that executes processing to make the duration time required for the unit game from start to end, which is started when the payout rate is switched from a first payout rate to a second payout rate higher than the first payout rate by the operation of the switch, shorter than that when the payout rate is switched to the first payout rate.

According to the gaming machine of the first aspect of present invention, when the payout rate of the gaming machine is switched from the first payout rate to the second payout rate higher than the former by the operation of the switch, the duration time required for the unit game from start to end which is started after the switching becomes shorter than that required for the unit game that is started at the time of the first payout rate.

Consequently, when a player executes the unit game continuously for a fixed period of time with the gaming machine, the player will receive more payouts at the time of the second payout rate than those at the time of the first payout rate.

On the other hand, the duration time of the unit game is shorter at the time of the second payout rate than that at the time of the first payout rate, and therefore, if the player executes the unit game continuously, the number of the unit games that can be executed in a fixed period of time is greater at the time of the second payout rate than that at the time of the first payout rate.

Consequently, as long as the unit game is executed continuously with the gaming machine, the provider of the gaming machine (for example, casino) will obtain the same profit, which is the number of bets by a player from which the number of payouts for the player is subtracted, as that when the payout rate is the first payout rate even if the payout rate of the gaming machine is switched from the first payout rate to the second payout rate higher than the former.

Hence, it is possible to attempt to achieve both the realization of attractive payout rates for players and the sales on the side of the machine provider (for example, casino).

The gaming machine may further comprise: a reception device that receives a bet(s) of coin and a detection device that detects the operation to start the unit game when the reception device receives a bet(s) of coin for the unit game, wherein the controller executes processing to start the unit game when the detection device detects the operation to start and at the same time, the controller executes, before the detection device detects the operation to start, processing to receive the switching of the payout rate by the operation of the switch from the first payout rate to the second payout rate when the reception device receives an additional bet(s) of coin in addition to the bet(s) of coin for the unit game.

According to the above-described configuration, it is made possible for a player to switch the payout rate from the first payout rate to the second payout rate by the operation of the switch by additionally placing a bet(s) in addition to the bet(s) for the unit game in the gaming machine.

Consequently, it is possible for the player to switch the payout rate from the first payout rate to the second payout rate by the player's own will.

In the gaming machine, the controller executes processing to set higher the winning probability of a lottery to transition from the base game in the unit game to the bonus game more advantageous for a player than the base game when the payout rate is switched to the second payout rate than when the payout rate is switched to the first payout rate.

According to the above-described configuration, when the payout rate is switched from the first payout rate to the second payout rate higher than the former, the winning probability of the bonus game is increased and the possibility to win the bonus game frequently is raised compared to that at the time of the first payout rate.

Consequently, it becomes easier for a player to recognize an increase in the payout rate by the switching from the first payout rate to the second payout rate by the frequency of winning the bonus game.

Hence, it is possible to make the player more interested in the switching of the payout rate from the first payout rate to the second payout rate by the operation of the switch.

In the gaming machine, the controller executes processing to cause a player to win either a first bonus game the number of payouts of which is the same as that when the payout rate is switched to the first payout rate or a second bonus game the number of payouts of which is smaller than that when the payout rate is switched to the first payout rate when the player wins the lottery when the payout rate is switched to the second payout rate.

According to the above-described configuration, when the payout rate is switched from the first payout rate to the second payout rate higher than the former, although the frequency of winning the bonus game is increased, part of the bonus games will be the second bonus game the number of payouts of which is smaller than that of the first bonus game executed when the bonus game is won at the time of the first payout rate.

Consequently, even if the frequency of winning the bonus game is increased at the time of the second payout rate than that at the time of the first payout rate, it is possible to prevent the number of payouts to the player from increasing simply.

As a result, it is possible to prevent the profit of the side of the gaming machine provider, which is the number of bets by the player from which the number of payouts to the player is subtracted, from decreasing considerably at the time of the second payout rate compared to that at the time of the first payout rate.

In the gaming machine, the controller executes processing to set the ratio of the number of payouts by the bonus game to the total number of payouts in the gaming machine when the payout rate is switched to the second payout rate higher than that when the payout rate is switched to the first payout rate.

According to the above-described configuration, when the payout rate is switched to the second payout rate, the frequency of winning the bonus game is increased, however, the number of payouts in the base game other than the bonus game is reduced compared to that at the time of the first payout rate.

Consequently, it is possible to make the base game and the bonus game have respective features that the ratio of the number of payouts in the base game is high at the time of the first payout rate and that the ratio of the number of payouts in the bonus game is high at the time of the second payout rate.

In the gaming machine, the controller executes processing to make the execution time of an effect in the unit game when the payout rate is switched to the second payout rate shorter than that when the payout rate is switched to the first payout rate.

According to the above-described configuration, when the unit game is executed at the time of the second payout rate when the duration time of the unit game is shorter than that at the time of the first payout rate, it is possible to prevent the effect from being continued after the unit game is over because the effect of the unit game is executed in the same execution time as that at the time of the first payout rate.

In the gaming machine, the controller, when the payout rate is switched to the second payout rate, executes the processing to present a second effect in the unit game the execution time of which is shorter than that of a first effect presented in the unit game when the payout rate is switched to the first payout rate.

According to the above-described configuration, when the unit game is executed at the time of the second payout rate when the duration time of the unit game is shorter than that at the time of the first payout rate, it is possible to prevent the effect from being continued after the unit game is over because the effect is executed in the same execution time as that at the time of the first payout rate.

Further, the contents of the effects executed in the unit game are different between at the first payout rate and at the second payout rate, and therefore, it is possible to make a player and viewers around the gaming machine recognize the current payout rate from the contents of the effects.

In the gaming machine, the controller executes the processing to switch the payout rate from the second payout rate to the first payout rate at least one of when the operation to switch from the second payout rate to the first payout rate is executed by the switch and when the next unit game is not started even when a predetermined period of time elapses after the previous unit game is over.

According to the above-described configuration, it is possible for a player to switch the payout rate of the gaming machine switched to the second payout rate back to the original first payout rate by operating the switch by the player's own will or by not playing the unit game with the gaming machine continuously for a predetermined period of time or more (for example, by terminating the game with the gaming machine) by the player's own will.

A second aspect of the present invention is a gaming machine comprising: a switch to be operated to switch the payout rates of the gaming machine that repeatedly executes the unit game and; a controller that executes, when the payout rate is switched to the second payout rate higher than the first payout rate by the operation of the switch, processing to make substantially the same the number of remaining payouts, which is the total number of bets of coin for the unit game per unit operating time from which the number of payouts is subtracted, in the operating time during which the unit game is executed in the gaming machine as that when the payout rate is switched to the first payout rate.

According to the second aspect, even if the payout rate of the gaming machine is switched from the first payout rate to the second payout rate higher than the former by the operation of the switch, the number of coins the provider of the gaming machine receives per unit operating time of the gaming machine, that is, the number of the rest, which is the total number of bets of coin for the unit game per unit operating time from which the number of payouts is subtracted, is substantially the same.

Hence, it is possible to make an attempt to achieve both the realization of attractive payout rates for players and the sales on the side of a machine provider (for example, casino).

A third aspect of the present invention is a method of controlling a gaming machine that repeatedly executes the unit game, comprising the steps of: switching the payout rate of the gaming machine from the first payout rate to the second payout rate higher than the first payout rate based on the operation of the switch; and making the duration time required for the unit game from start to end which is started when the payout rate is switched to the second payout rate shorter than that when the payout rate is switched to the first payout rate.

According to the control method of the gaming machine of the third aspect of the present invention, when the payout rate of the gaming machine is switched from the first payout rate to the second payout rate higher than the former by the operation of the switch, the duration time required for the unit game from start to end which is started after the switching becomes shorter than the duration time of the unit game that is started at the time of the first payout rate.

Consequently, when a player executes the unit game continuously for a fixed period of time with the gaming machine, the player receives more payouts at the time of the second payout rate than those at the time of the first payout rate as a result.

On the other hand, the duration time of the unit game is shorter at the time of the second payout rate than at the time of the first payout rate, and therefore, when the unit game is executed continuously, the number of the unit games that can be executed during a fixed period of time is greater at the time of the second payout rate than at the time of the first payout rate.

Consequently, as long as the unit game is executed continuously with the gaming machine, the provider of the gaming machine (for example, casino) obtains the same profit, which is the number of bets by a player from which the number of payouts for the player is subtracted, as that when the payout rate is the first payout rate even if the payout rate of the gaming machine is switched from the first payout rate to the second payout rate higher than the former.

Hence, it is possible to make an attempt to achieve both the realization of attractive payout rates for players and the sales on the side of the machine provider (for example, casino).

When the unit game is executed and the effect of videos and sounds is executed in synchronization with this, if the effect has a story and for example, is indicative of signs of a result of the unit game, the player will pay attention to the content of the effect (final result).

With such a gaming machine, when the duration time of the unit game from start to end changes, it is no longer possible to provide the whole content of the effect to the player and it is supposed that the content of the effect is obstructed from being indicative of signs of the result of the unit game for the player.

Therefore, a fourth aspect of the present invention is a gaming machine, comprising a switch to be operated to switch the duration time required for the unit game from start to end in the gaming machine that repeatedly executes the unit game; and a controller that executes, when the duration time is switched from a first duration time to a second duration time shorter than the former by the operation of the switch, processing to make shorter the execution time of the effect from start to end in the unit game in synchronization with the duration time.

According to the above-described configuration, when the duration time of the unit game is switched from the first duration time to the second duration time shorter than the former by the operation of the switch, the execution time of the effect from start to end of the unit game that is executed in the second duration time is also made shorter in synchronization with the reduction in the duration time of the unit game.

Hence, even if the duration time of the unit game is reduced to the second duration time, it is possible to present the whole content of the effect from start to end to the player by executing the effect from start to end of the unit game within the second duration time.

In the gaming machine, the effect is a motion picture having a story and the controller executes, when the duration time is switched to the second duration time, processing to increase the playback rate of the motion picture that requires the first duration time as a required period of time to play back the motion picture within the second duration time as a required period of time.

According to the above-described configuration, when reducing the execution time of the effect from start to end of the unit game in synchronization with the duration time of the unit game reduced to the second duration time, it is made possible to use the same source of the effect as that when the unit game is executed in the first duration time.

Consequently, it is no longer necessary to prepare the source of the effect individually for each duration time of the unit game and it is possible to prevent the amount of data of the gaming machine required for the effect of the unit game from increasing.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram showing a function flow of a gaming machine according to an embodiment of the present invention.

FIG. 2 is a diagram showing a game system including a gaming machine according to an embodiment of the present invention.

FIG. 3 is a diagram showing a general configuration of a gaming machine according to an embodiment of the present invention.

FIG. 4 is a characteristic diagram showing various calculated values for each payout rate in a gaming machine according to an embodiment of the present invention.

FIG. 5 is a diagram showing the expected values of the number of credits in a relationship with the number of base games at the time of a second payout rate in a gaming machine according to an embodiment of the present invention.

FIG. 6 is a diagram showing an example of an effect image when the base game of a gaming machine according to an embodiment of the present invention is executed in a first duration time.

FIG. 7 is a diagram showing an example of an effect image when the base game of a gaming machine according to an embodiment of the present invention is executed in a second duration time.

FIG. 8 is a diagram showing an example of an effect image when a bonus game lottery is lost when the base game of a gaming machine according to an embodiment of the present invention is executed in the first duration time.

FIG. 9 is a diagram showing an example of an effect image when the bonus game lottery is won when the base game of a gaming machine according to an embodiment of the present invention is executed in the first duration time.

FIG. 10 is a diagram showing arrangements of symbols drawn on the circumferential surfaces of reels of a gaming machine according to an embodiment of the present invention.

FIG. 11 is a block diagram showing an internal configuration of a gaming machine according to an embodiment of the present invention.

FIG. 12 is a diagram showing a symbol combination table of a gaming machine according to an embodiment of the present invention.

FIG. 13 is a diagram showing a flowchart of main control processing of a gaming machine according to an embodiment of the present invention.

FIG. 14 is a diagram showing a flowchart of initialization processing when one game is over of a gaming machine according to an embodiment of the present invention.

FIG. 15 is a diagram showing a flowchart of coin insertion/start check processing of a gaming machine according to an embodiment of the present invention.

FIG. 16 is a diagram showing a flowchart of jackpot-related processing of a gaming machine according to an embodiment of the present invention.

FIG. 17 is a diagram showing a flowchart of insurance-related processing of a gaming machine according to an embodiment of the present invention.

FIG. 18 is a diagram showing a flowchart of symbol sortition processing of a gaming machine according to an embodiment of the present invention.

FIG. 19 is a diagram showing a flowchart of symbol display control processing of a gaming machine according to an embodiment of the present invention.

FIG. 20 is a diagram showing a flowchart of number of payouts determination processing of a gaming machine according to an embodiment of the present invention.

FIG. 21 is a diagram showing a flowchart of insurance check processing of a gaming machine according to an embodiment of the present invention.

FIG. 22 is a diagram showing a flowchart of bonus game processing of a gaming machine according to an embodiment of the present invention.

FIG. 23 is a diagram showing a flowchart of small bonus game processing of a gaming machine according to an embodiment of the present invention.

FIG. 24 is a diagram showing a flowchart of big bonus game processing of a gaming machine according to an embodiment of the present invention.

FIG. 25 is a diagram showing a flowchart of insurance selection processing of a gaming machine according to an embodiment of the present invention.

FIG. 26 is a diagram showing an example of an execution state of the bonus game of a big bonus in a gaming machine according to an embodiment of the present invention.

FIG. 27 is a diagram showing an example of an execution state of the bonus game of the big bonus in a gaming machine according to an embodiment of the present invention.

DETAILED DESCRIPTION OF THE EMBODIMENTS

Now, embodiments of the present invention will be described below with reference to the accompanying drawings.

A gaming machine and a controlling method thereof according to an embodiment of the present invention will be described with reference to FIG. 1 to FIG. 27.

FIG. 1 is diagram showing a function flow of the gaming machine according to the embodiment of the present invention.

<Coin Insertion/Start Check>

First, the gaming machine checks whether or not a BET button is pressed by a player and at the same time, checking which payout rate is selected between a first payout rate and a second payout rate higher than the former, based on the operation of a selection switch. Subsequently, it checks whether or not a start button is pressed by the player by a start switch.

<Sortition Processing/Symbol Determination Processing>

Next, when the start button is pressed by the player, the gaming machine extracts symbol determining random numbers and determines symbols to be displayed to the player when the scroll of symbol columns is stopped in accordance with a plurality of video reels, respectively, displayed on a display.

<Reel Stop Control/Symbol Display>

Next, the gaming machine starts the scroll of the symbol columns of each video reel and stops the scroll so that the determined symbols are displayed to the player.

<Winning Determination>

Next, the gaming machine determines whether or not the combination of symbols displayed to the player relates to winning when the stroll of the symbol columns of each video reel stops. The combinations relating to winning includes small winning and winning special symbols (big winning).

When the displayed combination of symbols is the winning special symbols, it is unconditionally a big bonus at the time of the first payout rate. At the time of the second payout rate, it is one of the big bonus and a small bonus depending on the result of the execution of a bonus selection game. The big bonus is a fixed type payout bonus and in the case of the big bonus, the payout is determined according to a payout table. The small bonus is a free game type bonus. The free game is a game in which a lottery relating to the determination of symbols to be stopped, described above, is executed a predetermined number of times without consuming coins. In the case of the small bonus, a lottery in the number of free games is executed.

<Payout>

Next, the gaming machine gives a privilege in accordance with the kind of the combination of symbols when the combination of symbols displayed to the player relates to winning.

For example, when a combination of symbols relating to payout of coins is displayed, the gaming machine pays out the number of coins in accordance with the combination of symbols.

When winning special symbols, which are a combination of symbols relating to a bonus game trigger, are displayed, the gaming machine starts a bonus game. In the present embodiment, as the bonus game, a big bonus game (first bonus game) or a small bonus game (second bonus game) is executed.

When a combination of symbols related to a jackpot trigger is displayed, the gaming machine pays out coins in an amount of jackpot to the player. The jackpot refers to a function which accumulates parts of coins used by players at the respective gaming machines as the amount of jackpot and which, when the jackpot trigger has been established in any of the gaming machines, pays out coins of the accumulated amount of jackpot to that gaming machine.

In each game, the gaming machine calculates the amount (amount for accumulation) to be accumulated to the amount of jackpot and transmits to an external control device. The external control device accumulates to the amount of jackpot the amounts for accumulation transmitted from the respective gaming machines.

Further, in addition to the aforementioned benefits, the gaming machine is provided with benefits such as a mystery bonus and insurance.

The mystery bonus is a bonus in which a predetermined amount of coins are paid out for winning of a lottery that is intended for the mystery bonus. When the start button has been pressed, the gaming machine extracts a random value for mystery bonus and determines whether or not to establish a mystery bonus trigger by lottery.

The insurance is a function provided for a purpose of relieving the player from a situation in which a bonus game has not been played for long periods of time. In the present embodiment, the player can arbitrarily select whether or not to make the insurance effective. Making insurance effective requires a predetermined insurance-purchase amount to be paid in exchange.

In the case where the insurance has been made effective, the gaming machine starts counting the number of games. The gaming machine conducts a payout of coins of the amount that is set for the insurance, when the number of counted games has reached a previously determined number of times without a large amount of payout relating to a bonus game or the like being conducted.

<Determination of Effects>

The gaming machine produces effects by displaying images to the display, outputting the light from lamps, and outputting sounds from speakers. The gaming machine extracts a random value for effect and determines contents of the effects based on the symbols and the like determined by lottery.

[Overall Game System]

The basic functions of the gaming machine have been described above. Next, with reference to FIG. 2, a game system including the gaming machine is described.

FIG. 2 is a view illustrating the game system including the gaming machine according to the embodiment of the present invention.

A game system 300 includes a plurality of gaming machines 1, and an external control device 200 that is connected to each of the gaming machines 1 through a communication line 301.

The external control device 200 is for controlling the plurality of gaming machines 1. In the present embodiment, the external control device 200 is a so-called hall server which is installed in a game facility having the plurality of gaming machines 1. Each of the gaming machines 1 is provided with a unique identification number, and the external control device 200 identifies transmission sources of data transmitted from the respective gaming machines 1 by using the identification numbers. Also in the case where the external control device 200 transmits data to a gaming machine 1, the identification numbers are used for specifying the transmission destination.

It is to be noted that the game system 300 may be constructed within a single game facility where various games can be conducted, such as a casino, or may be constructed among a plurality of game facilities. Further, when the game system 300 is constructed in a single game facility, the game system 300 may be constructed in each floor or section of the game facility. The communication line 301 may be a wired or wireless line, and can adopt a dedicated line, an exchange line or the like.

[Overall Configuration of Gaming Machine]

The game system according to the present embodiment has been described above. Next, with reference to FIG. 3, an overall configuration of the gaming machine 1 is described.

FIG. 3 is a view illustrating the overall configuration of the gaming machine according to the embodiment of the present invention.

A coin, a bill, or electrically valuable information corresponding to these is used as a game medium in the gaming machine 1. Further, in the present embodiment, a later-described ticket with a barcode is also used. It is to be noted that the game medium is not limited to these, and for example a medal, a token, electric money or the like can be adopted.

The gaming machine 1 includes a cabinet 11, a top box 12 installed on the upper side of the cabinet 11, and a main door 13 provided at the front face of the cabinet 11.

A lower image display panel 141 is provided at the center of the main door 13. The lower image display panel 141 includes a liquid crystal panel, and forms the display. The lower image display panel 141 has a symbol display region 4. To the symbol display region 4, five video reels 3 (3 a, 3 b, 3 c, 3 d, 3 e) are displayed.

In the present embodiment, a video reel depicts through videos the rotational and stop motions of a mechanical reel having a plurality of symbols drawn on the peripheral surface thereof. To each of the video reels 3, a symbol array comprised of a previously determined plurality (22 in the present embodiment) of symbols is assigned (see FIG. 10 which is described later).

In the symbol display region 4, the symbol arrays assigned to the respective video reels 3 are separately scrolled, and are stopped after predetermined time has elapsed. As a result, a part (four consecutive symbols in the present embodiment) of each of the symbol arrays is displayed for the player.

The symbol display region 4 has four regions, namely an upper region, an upper central region, a lower central region, and a lower region, for each video reel 3, and a single symbol is to be displayed to each region. That is, 15 (=5 columns ´3 symbols) symbols are to be displayed in the symbol display region 4.

In the present embodiment, a line formed by selecting one of the aforementioned three regions for each of the video reels 3 and connecting the respective regions is referred to as a winning line.

It is to be noted that any desired shape of the winning line can be adopted, and examples of the shape of the winning line may include a straight line formed by connecting the upper central regions for the respective video reels 3, a V-shaped line, and a bent line. Also, any desired number of lines can be adopted, and the number can be for example 30 lines.

Further, the lower image display panel 141 has a number-of-credits display region 142 and a number-of-payouts display region 143. The number-of-credits display region 142 displays the number of coins (hereinafter also referred to as “the number of credits”) owned by the player and retained inside the gaming machine 1. The number-of-payouts display region 143 displays the number of coins (hereinafter also referred to as “the number of payouts”) to be paid out to the player when winning is established.

The lower image display panel 141 has a built-in touch panel 114. The player can input various commands by touching the lower image display panel 141.

On the lower side of the lower image display panel 141, there are arranged various buttons set in a control panel 30, and various devices to be operated by the player.

A start button 31 is used when starting scrolling of the symbol arrays of the respective video reels 3. A change button 32 is used when requesting a game facility staff member to exchange money. A CASHOUT button 33 is used when paying out the coins retained inside the gaming machine 1 to a coin tray 15.

A 1-BET button 34 and a maximum BET button 35 are used for determining the number of coins (hereinafter also referred to as “the number of BETs”) to be used in the game from the coins retained inside the gaming machine 1. The 1-BET button 34 is used when determining one coin at a time for the aforementioned number of BETs. The maximum BET button 35 is used when setting the aforementioned number of BETs to a defined upper limit number (for example 30).

An additional BET button 38 is used to bet coins (for example 5 coins) additionally to the bet in the specified upper limit number (for example, 30 coins) for the game. This additional bet of coins (for example, five coins) is a bet of coins necessary to enable the switching from a first duration time to a second duration time of a duration time of a base game by the operation of a mode switching button 37, to be described layer. Consequently, the additional bet by the additional BET button 38 is effective only when the number of bets for the game reaches the specified upper limit number (for example, 30 coins).

The duration time of the base game is a period of time required from the start of the scroll of the symbol columns of each video reel 3 to the stop thereof in the base game. Then, the second duration time is shorter than the first duration time.

The mode switching button 37 is operated to switch the mode of the base game executed by the gaming machine 1 to another mode having the different duration time. The base game is one of games executed by the gaming machine 1 (hereinafter, referred to as a unit game). The unit game includes the bonus game besides the base game. The base game is a game executed until the symbols of the bonus game trigger, to be described later, stop on a payline. The bonus game is a game that is started when the symbols of the bonus game trigger stop on the payline.

Normally, the duration time of the base game is the first duration time. Then, when additional bets (for example, five coins) are added to the bets in the specified upper limit number (for example, 30 coins) for the base game and the mode switching button 37 is operated, the duration time of the base game is switched from the first duration time to the second duration time shorter than the former.

It may also be possible to design so that the switching of the duration time of the base game from the second duration time to the first duration time can be done by operating the mode switching button 37. In such a case, it is possible to switch the duration time from the second duration time to the first duration time by operating the mode switching button 37 after the base game executed in the second duration time is over and before the bet for the next base game is started.

It is also possible to automatically switch the duration time of the base game from the second duration time to the first duration time when, for example, the unit game (including the base game and the bonus game) in the gaming machine 1 is not executed continuously for a predetermined period of time.

In the gaming machine 1 in the present embodiment, when the duration time of the base game is the first duration time, the payout rate of the gaming machine 1 is the first payout rate (90%). On the other hand, when the duration time of the base game is the second duration time, the payout rate of the gaming machine 1 is switched to the second payout rate (98.6%) higher than the first payout rate.

The payout rate is a value obtained by dividing the number of coins paid out to a player in the unit game started by the operation of the start button 31 by the number of coins bet for the unit game. The unit game referred to here includes the base game and the bonus game described above.

As described above, normally, the payout rate of the gaming machine 1 is the first payout rate (90%). Then, when the necessary number of coins (for example, 30 coins+5 coins=35 coins) is bet and the duration time of the base game is switched from the first duration time to the second duration time by the operation of the mode switching button 37, the payout rate of the gaming machine 1 is switched from the first payout rate to the second payout rate.

When the duration time of the base game is switched from the second duration time to the first duration time by the operation of the mode switching button 37 or automatically, the payout rate of the gaming machine 1 is switched from the second payout rate to the first payout rate as a result.

Next, the different point between the first payout rate and the second payout rate is explained with reference to FIG. 4. FIG. 4 is a characteristic diagram showing various calculated values for each payout rate in the gaming machine according to the embodiment of the present invention.

First, at the time of the first payout rate (90%), the payout rate in the base game is 30% (the payout rate in the bonus game is 60%). In contrast to this, at the time of the second payout rate (98.6%), the payout rate in the base game is 25.7% (the payout rate in the bonus game is 71.1%). That is, at the time of the second payout rate, the value (weight) of the payout rate in the bonus game is set greater than that of the first payout rate.

At the time of the second payout rate, the winning probability of the bonus game is increased by a factor of 2 (1/60) compared to that at the time of the first payout rate (1/120). However, at the time of the first payout rate, all the bonus games are the big bonus with a large number of payouts but at the time of the second payout rate, the small (SMALL) bonus with a less number of payouts than that of the big (BIG) bonus and the big bonus exist mixedly.

At both the time of the first payout rate and the time of the second payout rate, the bonus game is won when symbols of the bonus game trigger stop on the payline. In the case of the first payout rate, the game immediately transitions to the bonus game of the big bonus. In the case of the second payout rate, before the game transitions to the bonus game, the bonus selection game is executed and the big bonus or the small bonus is determined. FIG. 4 shows a case where the appearance probability of the big bonus to the small bonus is 8:2.

The expected value of payout of the big bonus is 73.7 (2,212 coins) for the basic bet (30 coins) in the case of the first payout rate and 69.9 (2,446 coins) for the basic bet (35 coins) in the case of the second payout rate. On the other hand, the expected value of payout of the small bonus is 17.5 (612 coins) for the basic bet (35 coins) at the time of the second payout rate, about 1/4 that of the big bonus.

At the time of the second payout rate, the big bonus and the small bonus exist mixedly, and therefore, the average expected value by simply averaging the respective expected values of each number of payouts is 43.7 (1,529 coins) for the basic bet (35 coins). On the other hand, at the time of the first payout rate when only the big bonus appears, the winning probability of the bonus game is half that at the time of the second payout rate, and therefore, half the expected value of the number of payouts of the big bonus is the average expected value. The value is 36.9 (1,106 coins) for the basic bet (30 coins).

Consequently, in the case of the second payout rate, the bonus game is won more frequently than in the case of the first payout rate. Further, because the small bonus does not exist mixedly, the expected value of the number of payouts per bonus game is apparently higher at the time of the first payout rate than that at the time of the second payout rate. However, the winning probability of the bonus game at the time of the first payout rate is only half that at the time of the second payout rate, and therefore, the substantial expected value of the number of payouts per bonus game in view of the difference in the winning probability is higher at the time of the second payout rate than that at the time of the first payout rate.

Next, with reference to FIG. 5, the transition of the number of credits (number of coins etc.) in accordance with the number of games played at the time of the second payout rate is explained. FIG. 5 is a diagram showing expected values of the number of credits in the gaming machine according to the embodiment of the present invention in relation to the number of base games at the time of the second payout rate.

In the case of the second payout rate, there occurs a difference between a high expected value of payout and a low expected value of payout depending on whether the bonus game is the big bonus or the small bonus. For example, it is assumed that the bonus game is won for every 60 games according to the probability and that 180 games are executed. Here, when all the bonus games are the big bonus (thick line in FIG. 4), the total number of credits (number of coins etc.) that is “0” when the game is started will become “2,147” according to calculations. On the other hand, when all the bonus games are the small bonus (dash-dotted line in FIG. 4), the total number of credits (number of coins etc.) that is “0” when the game is started will become “−2,298” according to calculations. Consequently, at the time of the second payout rate, there occurs a difference of about 4,400 at maximum between the numbers of credits depending on whether the bonus game is the big bonus or the small bonus.

As explained above, between at the time of the first payout rate and at the time of the second payout rate, the winning probability of the bonus game differs and also the presence/absence of the small bonus when the bonus game is won differs. Consequently, in the gaming machine 1 in the present embodiment, a sortition table used in symbol sortition processing, to be explained later with reference to FIG. 18, differs between at the time of the first payout rate and at the time of the second payout rate.

Further, the time required from start to end of one base game when the duration time of the base game is the first duration time differs from that when it is the second duration time. Specifically, the duration time of the base game is shorter at the first duration time than at the second duration time. The first duration time and the second duration time are set so that the sales by the gaming machine 1 when the game is continuously executed for a fixed period of time at the time of the first payout rate when the base game is executed in the first duration time is substantially the same as those at the second payout rate when the base game is executed in the second duration time.

In detail, the first duration time and the duration time are set so that the number of remaining coins, which is the number of coins consumed per unit operating time, the operating time being supposed to be the length of time during which the game is executed continuously, from which the number of coins paid out is subtracted, at the time of the first payout rate (first duration time) is substantially the same as that at the time of the second payout rate (second duration time).

Here, the number of coins consumed is the total number of coins bet on the game (including the base game and the bonus game). The number of coins paid out is the number of coins paid out in the game (including the base game and the bonus game). Further, the wording “substantially the same” means that the difference in the number of coins unconsumed between at both payout rates falls within a predetermined allowable tolerance.

Further, in the gaming machine 1 in the present embodiment, when the duration time of the base game is the first duration time, the time required to display effect images on a lower image display panel 141 or on an upper image display panel 131, to be described later, or the time required to output effect sounds from a speaker 112, to be described later, in the base game is set to the same as the first duration time. Similarly, when the duration time of the base game is the second duration time, the time required for the effect images and the time required for the effect sounds are set to the same as the second duration time.

Consequently, in the gaming machine 1 in the present embodiment, the time required for the effect images and the time required for the effect sounds are made different between when the base game is executed in the first duration time and when it is executed in the second duration time. As a method of making different the times required for the effect images and the effect sounds, for example, there is a method in which the effect images and the effect sounds the contents of which are different from those of the effect images and the effect sounds used when the base game is executed in the first duration time are used when the base game is executed in the second duration time.

Next, with reference to FIG. 6 and FIG. 7, the case is explained, where the effect images having different content are used, respectively, when the base game is executed in the first duration time and when it is executed in the second duration time. FIG. 6 is a diagram showing an example of an effect image when the base game of the gaming machine according to the embodiment of the present invention is executed in the first duration time. FIG. 7 is a diagram showing an example of an effect image when the base game of the gaming machine according to the embodiment of the present invention is executed in the second duration time.

FIG. 6 and FIG. 7 each show an example of an effect image to be displayed on the upper image display panel 131. These effect images are motion images of racing horses competing between start and goal. The distance between start and goal in each effect image is in proportion to the duration time of the base game. Consequently, the distance between start and goal in the effect image when the base game is executed in the first duration time is long as shown in FIG. 6. On the other hand, the distance between start and goal in the effect image when the base game is executed in the second duration time is short as shown in FIG. 7. In each effect image, when the winning horse passes the goal, the scroll of the symbol columns of each video reel 3 stops and the base game is over.

Next, the effect image to be displayed on the upper image display panel 131 when the base game is over is explained with an example when the base game is executed in the first duration time. FIG. 8 is a diagram showing an example of an effect image when the base game of the gaming machine according to the embodiment of the present invention is executed in the first duration time and the bonus game lottery is lost. FIG. 9 is a diagram showing an example of an effect image when the base game of the gaming machine according to the embodiment of the present invention is executed in the first duration time and the bonus game lottery is won.

When a winning combination of symbols that is a winning does not stop on the payline in the base game, the racing horse corresponding to a player wins the second or lower prize as shown in FIG. 8. In this case, the letters “You Lose” are displayed in the effect image. On the other hand, when a winning combination of symbols that is the bonus game trigger stops on the payline in the base game, the racing horse corresponding to the player wins the first prize as shown in FIG. 9. In this case, the letters “Bonus Game Win” are displayed in the effect image.

This also applies to the effect image when the base game is played in the second duration time and when a winning combination of symbols that is a winning does not stop on the payline in the base game, the racing horse corresponding to the player wins the second or lower prize. Then, the letters “You Lose” are displayed in the effect image. On the other hand, when a winning combination of symbols that is the bonus game trigger stops on the payline in the base game, the racing horse corresponding to the player wins the first prize. Then, the letters “Bonus Game Win” are displayed in the effect image.

The playback rate of the effect image when the base game is executed in the first duration time is a rate suitable when all the effect images (the contents change from those in FIG. 6 to those in FIG. 8 or FIG. 9) are played back during the first duration time as the time required. Then, it may also be possible to use these effect images at a higher playback rate when the base game is executed in the second duration time.

In this case, at a higher rate suitable when all the effect images (the contents change from those in FIG. 6 to those in FIG. 8 or FIG. 9) are played back during the second duration time as the time required, the effect images are played back as a result. At this time, the effect sounds to be output from the speaker 112 in accordance with the effect images are also played back at a high rate, that is, the time required is made shorter than that when the base game is executed in the first duration time.

By doing so, it is possible to present the effect images having a story, such as a horse race, in which the contents change from those in FIG. 6 to those in FIG. 8 or FIG. 9, to a player without losing the integrity of the story even when the base game is executed in the second duration time shorter than the first duration time. Due to this, it is possible to obtain the effect of increasing the expectation of the player for the result of the base game by the change in contents of the effect images also in the base game executed in the second duration time shorter than the first duration time.

Further, when effect images and effect sounds that do not have a story as described above are used, it may also be possible to use the effect images and effect sounds used when the base game is executed in the first duration time as they are also when the base game is executed in the second duration time. In this case, when the base game executed in the second duration time is over, the effect images and effect sounds may be stopped on the way.

A coin accepting slot 36 is provided to accept coins. A bill validator 115 is provided to accept bills. The bill validator 115 validates a bill, and accepts a valid bill into the cabinet 11. It is to be noted that the bill validator 115 may be configured so as to be capable of reading a later-described ticket 175 with a barcode.

An upper image display panel 131 is provided at the front face of the top box 12. The upper image display panel 131 includes a liquid crystal panel, and forms the display. The upper image display panel 131 displays images related to effects and images showing introduction of the game contents and explanation of the game rules. Further, the top box 12 is provided with a speaker 112 and a lamp 111. The gaming machine 1 produces effects by displaying images, outputting sounds, and outputting the light.

A ticket printer 171, a card slot 176, a data display 174, and a keypad 173 are provided on the lower side of the upper image display panel 131.

The ticket printer 171 prints on a ticket a barcode representing encoded data of the number of credits, date, the identification number of the gaming machine 1, and the like, and outputs the ticket as the ticket 175 with a barcode. The player can make a gaming machine read the ticket 175 with a barcode so as to play a game thereon, and can also exchange the ticket 175 with a barcode with a bill or the like at a predetermined place (e.g. a cashier in a casino) in the game facility.

The card slot 176 is for inserting a card in which predetermined data is stored. For example, the card stores data for identifying the player, and data about the history of games played by the player.

When the card is inserted into the card slot 176, a later-described card reader 172 reads data from the card or writes data into the card. It is to be noted that the card may store data corresponding to a coin, a bill or a credit.

The data display 174 includes a fluorescent display, LEDs and the like, and displays the data read by the card reader 172 or the data inputted by the player via the keypad 173, for example. The keypad 173 is for inputting a command and data related to ticket issuance or the like.

[Symbol Arrays of Video Reels]

The overall configuration of the gaming machine 1 has been described above. Next, with reference to FIG. 10, a configuration of the symbol arrays included in the video reels 3 of the gaming machine 1 is described.

FIG. 10 is a view illustrating arrangement of symbols that are drawn on the peripheral surfaces of the reels of the gaming machine according to the embodiment of the present invention.

A first video reel 3 a, a second video reel 3 b, a third video reel 3 c, a fourth video reel 3 d, and a fifth video reel 3 e each is assigned with a symbol array consisting of 22 symbols that correspond to respective code numbers from “00” to “21”.

Types of the symbols provided are “JACKPOT 7”, “BLUE 7”, “BELL”, “CHERRY”, “STRAWBERRY”, “PLUM”, “ORANGE” and “APPLE”.

[Configuration of Circuit Included in Gaming Machine]

The configuration of the symbol arrays included in the video reels 3 of the gaming machine 1 has been described above. Next, with reference to FIG. 11, a configuration of a circuit included in the gaming machine 1 is described.

FIG. 11 is a block diagram illustrating an internal configuration of the gaming machine according to the embodiment of the present invention.

A gaming board 50 is provided with: a CPU 51, a ROM 52, and a boot ROM 53, which are mutually connected by an internal bus; a card slot 55 corresponding to a memory card 54; and an IC socket 57 corresponding to a GAL (Generic Array Logic) 56.

The memory card 54 includes a non-volatile memory, and stores a game program and a game system program. The game program includes a program related to game progression, a lottery program, and a program for producing effects by images and sounds (e.g. see FIGS. 13 to 25 which are described later). Further, the aforementioned game program includes data (see FIG. 10) specifying the configuration of the symbol array assigned to each video reel 3.

The lottery program is a program for determining to-be stopped symbol of each video reel 3 by lottery. The to-be stopped symbol is data for determining three symbols to be displayed to the symbol display region 4 out of the 22 symbols forming each symbol array. The gaming machine 1 of the present embodiment determines as the to-be stopped symbol the symbol to be displayed in a predetermined region (e.g. the upper region) out of the three regions provided for each of the video reels 3 of the symbol display region 4.

The aforementioned lottery program includes symbol determination data. The symbol determination data is data that specifies random values so that each of the 22 symbols (code numbers from “00” to “21”) forming the symbol array is determined at an equal probability (i.e. 1/22), for each video reel 3.

The probabilities of the respective 22 symbols being determined are basically equal. However, the numbers of the respective types of symbols included in the 22 symbols vary, and thus the probabilities of the respective types of symbols being determined vary (i.e. different weights on the probabilities are generated). For example, with reference to FIG. 10, the symbol array of the first video reel 3 a includes one symbol of “JACKPOT 7”, and includes seven symbols of “ORANGE”. Hence, the former is determined at the probability of “1/22”, whereas the latter is determined at the probability of “7/22”.

It is to be noted that, although the data specifies that the equal numbers of symbols be provided to form the symbol arrays of the respective video reels 3 in the present embodiment, different numbers of symbols may form the respective video reels 3. For example, the symbol array of the first video reel 3 a may consist of 22 symbols whereas the symbol array of the second video reel 3 b may consist of 30 symbols. Such a configuration increases the degree of freedom in setting the probabilities of the respective types of symbols being determined for each video reel 3.

Further, the card slot 55 is configured so that the memory card 54 can be inserted thereinto and removed therefrom, and is connected to a motherboard 70 by an IDE bus.

The GAL 56 is a type of PLD (Programmable Logic Device) having a fixed OR array structure. The GAL 56 is provided with a plurality of input ports and output ports, and predetermined input into the input port causes output of the corresponding data from the output port.

Further, the IC socket 57 is configured so that the GAL 56 can be inserted thereinto and removed therefrom, and is connected to the motherboard 70 by a PCI bus. The contents of the game to be played on the gaming machine 1 can be changed by replacing the memory card 54 with another memory card 54 having another program written therein or by rewriting the program written into the memory card 54 as another program.

The CPU 51, the ROM 52 and the boot ROM 53 mutually connected by the internal bus are connected to the motherboard 70 by a PCI bus. The PCI bus enables a signal transmission between the motherboard 70 and the gaming board 50, and power supply from the motherboard 70 to the gaming board 50.

The ROM 52 stores an authentication program. The boot ROM 53 stores a pre-authentication program, a program (boot code) to be used by the CPU 51 for activating the pre-authentication program, and the like.

The authentication program is a program (tamper check program) for authenticating the game program and the game system program. The pre-authentication program is a program for authenticating the aforementioned authentication program. The authentication program and the pre-authentication program are written along a procedure (authentication procedure) for proving that the program to be the subject has not been tampered.

The motherboard 70 is provided with a main CPU 71, a ROM 72, a RAM 73, and a communication interface 82.

The ROM 72 includes a memory device such as a flash memory, and stores a program such as BIOS to be executed by the main CPU 71, and permanent data. When the BIOS is executed by the main CPU 71, processing for initializing predetermined peripheral devices is conducted; further, through the gaming board 50, processing of loading the game program and the game system program stored in the memory card 54 is started.

The RAM 73 stores data and programs which are used in operation of the main CPU 71. For example, when the processing of loading the aforementioned game program, game system program or authentication program is conducted, the RAM 73 can store the program. The RAM 73 is provided with working areas used for operations in execution of these programs. Examples of the areas include: an area that stores the number of games, the number of BETs, the number of payouts, the number of credits and the like; an area that stores symbols (code numbers) determined by lottery and an area that stores some kind of flags.

The communication interface 82 is for communicating with the external control device 200 such as a server, through the communication line 301. Further, the motherboard 70 is connected with a later-described door PCB (Printed Circuit Board) 90 and a body PCB 110 by respective USBs. The motherboard 70 is also connected with a power supply unit 81.

When the power is supplied from the power supply unit 81 to the motherboard 70, the main CPU 71 of the motherboard 70 is activated, and then the power is supplied to the gaming board 50 through the PCI bus so as to activate the CPU 51.

The door PCB 90 and the body PCB 110 are connected with input devices such as a switch and a sensor, and peripheral devices the operations of which are controlled by the main CPU 71.

The door PCB 90 is connected with a control panel 30, a reverter 91, a coin counter 92C and a cold cathode tube 93.

The control panel 30 is provided with a start switch 31S, a change switch 32S, a CASHOUT switch 33S, a 1-BET switch 34S, a maximum BET switch 35S, a mode switch 37S and an additional BET switch 38S which correspond to the aforementioned respective buttons. Each of the switches outputs a signal to the main CPU 71 upon detection of press of the button corresponding thereto by the player.

The coin counter 92C validates a coin inserted into the coin accepting slot 36 based on its material, shape and the like, and outputs a signal to the main CPU 71 upon detection of a valid coin. Invalid coins are discharged from a coin payout exit 15A.

The reverter 91 operates based on a control signal outputted from the main CPU 71, and distributes valid coins validated by the coin counter 92C into a hopper 113 or a cash box (not illustrated). That is, coins are distributed into the hopper 113 when the hopper 113 is not filled with coins, while coins are distributed into the cash box when the hopper 113 is filled with coins.

The cold cathode tube 93 functions as a backlight installed on the rear face sides of the upper image display panel 131 and the lower image display panel 141, and lights up based on a control signal outputted from the main CPU 71.

The body PCB 110 is connected with the lamp 111, the speaker 112, the hopper 113, a coin detecting portion 113S, the touch panel 114, the bill validator 115, a graphic board 130, the ticket printer 171, the card reader 172, a key switch 173S and the data display 174.

The lamp 111 lights up based on a control signal outputted from the main CPU 71. The speaker 112 outputs sounds such as BGM, based on a control signal outputted from the main CPU 71.

The hopper 113 operates based on a control signal outputted from the main CPU 71, and pays out coins of the specified number of payouts from the coin payout exit 15A to the coin tray 15. The coin detecting portion 113S outputs a signal to the main CPU 71 upon detection of coins paid out by the hopper 113.

The touch panel 114 detects a place on the lower image display panel touched by the player's finger or the like, and outputs to the main CPU 71 a signal corresponding to the detected place. Upon acceptance of a valid bill, the bill validator 115 outputs to the main CPU 71 a signal corresponding to the face amount of the bill.

The graphic board 130 controls display of images conducted by the respective upper image display panel 131 and lower image display panel 141, based on a control signal outputted from the main CPU 71. The symbol display region 4 of the lower image display panel 141 displays the five video reels 3 by which the scrolling and stop motions of the symbol arrays included in the respective video reels 3 are displayed. The graphic board 130 is provided with a VDP generating image data, a video RAM temporarily storing the image data generated by the VDP, and the like. The number-of-credits display region 142 of the lower image display panel 141 displays the number of credits stored in the RAM 73. The number-of-payouts display region 143 of the lower image display panel 141 displays the number of payouts of coins.

The graphic board 130 is provided with the VDP (Video Display Processor) generating image data based on a control signal outputted from the main CPU 71, the video RAM temporarily storing the image data generated by the VDP, and the like. It is to be noted that the image data used in generation of image data by the VDP and the image data of the effect image that the contents are different every digestion period of the base game are included in the game program that has been read from the memory card 54 and stored into the RAM 73.

Based on a control signal outputted from the main CPU 71, the ticket printer 171 prints on a ticket a barcode representing encoded data of the number of credits stored in the RAM 73, date, the identification number of the gaming machine 1, and the like, and then outputs the ticket as the ticket 175 with a barcode.

The card reader 172 reads data stored in a card inserted into the card slot 176 and transmits the data to the main CPU 71, or writes data into the card based on a control signal outputted from the main CPU 71.

The key switch 173S is provided in the keypad 173, and outputs a predetermined signal to the main CPU 71 when the keypad 173 has been operated by the player.

The data display 174 displays data read by the card reader 172 and data inputted by the player through the keypad 173, based on a control signal outputted from the main CPU 71.

[Configuration of Symbol Combination Table]

The circuit configuration of the gaming machine 1 has been described above. Next, with reference to FIG. 12, a symbol combination table is described.

FIG. 12 is a view illustrating a symbol combination table of the gaming machine according to the embodiment of the present invention.

The symbol combination table specifies combinations of drawn symbols relating to winning, and the number of payouts. On the gaming machine 1, the scrolling of symbol arrays of the respective video reels 3 is stopped, and winning is established when the combination of symbols displayed along the winning line matches one of the combinations of symbols specified by the symbol combination table. According to the winning combination, a benefit such as payout of coins or start of a bonus game is offered to the player. It is to be noted that winning is not established (i.e. the game is lost) when the combination of symbols displayed along the winning line does not match any of the combinations of symbols specified by the symbol combination table.

Basically, winning is established when all symbols displayed along the winning line by the respective video reels 3 are of one type out of “JACKPOT 7”, “APPLE”, “BLUE 7”, “BELL”, “CHERRY”, “STRAWBERRY”, “PLUM” and “ORANGE”. However, with respect to the respective types of symbols of “CHERRY” and “ORANGE”, winning is also established when one or three symbols of either type are displayed along the winning line by the video reels 3.

For example, when all the symbols displayed along the winning line by all the video reels 3 are “BLUE 7”, the winning combination is “BLUE”, and “10” is determined as the number of payouts. Based on the determined number of payouts, payout of coins is conducted. The payout of coins is conducted by actually discharging coins from the coin payout exit 15A or adding the determined number of payouts to the number of credits, or issuing a ticket with a barcode.

“JACKPOT 7” is a symbol related to the jackpot trigger. When all the symbols displayed along the winning line by all the video reels 3 are “JACKPOT 7”, the winning combination is “jackpot”, and the amount of jackpot is determined as the number of payouts.

“APPLE” is a symbol related to the bonus-game trigger. When all the symbols displayed along the winning line by all the video reels 3 are “APPLE”, the winning combination is “bonus game”, and bonus games start from the next game.

[Contents of Program]

The symbol combination table has been described above. Next, with reference to FIGS. 13 to 25, the program to be executed by the gaming machine 1 is described.

<Main Control Processing>

First, with reference to FIG. 13, main control processing is described.

FIG. 13 is a view illustrating a flowchart of the main control processing for the gaming machine according to the embodiment of the present invention.

First, when the power is supplied to the gaming machine 1, the main CPU 71 reads the authenticated game program and game system program from the memory card 54 through the gaming board 50, and writes the programs into the RAM 73 (step S11).

Next, the main CPU 71 conducts at-one-game-end initialization processing which is described later with reference to FIG. 14 (step S12). For example, data that becomes unnecessary after each game in the working areas of the RAM 73, such as the number of BETs and the symbols determined by lottery, is cleared.

The main CPU 71 conducts coin-insertion/start-check processing which is described later with reference to FIG. 15 (step S13). In the processing, input from the BET switch and the spin switch is checked.

The main CPU 71 then conducts symbol lottery processing which is described later with reference to FIG. 18 (step S14). In the processing, to-be stopped symbols are determined based on the random values for symbol determination.

Next, the main CPU 71 conducts mystery bonus lottery processing (step S15). In the processing, lottery determining whether or not to establish a mystery bonus trigger is held. For example, the main CPU 71 extracts a random value for mystery bonus from the numbers in a range of “0 to 99”, and establishes the mystery bonus trigger when the extracted random value is “0”.

Next, the main CPU 71 executes effect content determination processing (step S16). The main CPU 71 extracts random numbers for effect and determines any of the plurality of effect contents determined in advance by sortition. When the contents of the effect images displayed in the base game are different between when the base game is executed in the first duration time and when it is executed in the second duration time, the effect images determined by the sortition in the effect content determination processing when the base game is executed in the first duration time are different from those when it is executed in the second duration time.

Next, the main CPU 71 executes symbol display control processing, to be explained later with reference to FIG. 19 (step S17). In this processing, the scroll of the symbol columns of each video reel 3 is started and the symbol to be stopped determined in the symbol sortition processing in step S14 is stopped in a predetermined position (for example, in the region in the upper row in the symbol display region 4). That is, the four symbols including the symbol to be stopped are displayed in the symbol display region 4. For example, when the symbol to be stopped is a symbol having a code number “10” and this is displayed in the region in the upper row, the respective symbols having code numbers “11” and “12” are displayed in the middle row and the lower row in the symbol display region 4, respectively.

Next, the main CPU 71 executes number of payouts determination processing, to be described later with reference to FIG. 20 (step S18). In this processing, the number of payouts is determined based on the combination of symbols displayed on the payline and is stored in a number of payouts storage region provided in the RAM 73.

Next, the main CPU 71 determines whether or not the bonus game trigger is won (step S19). When determining that the bonus game trigger is won, the main CPU 71 executes bonus game processing, to be explained later with reference to FIG. 23 (step S20).

After the processing of step S20 or when determining in step S19 that the bonus game trigger has not been established, the main CPU 71 determines whether or not the mystery bonus trigger is established (step S21). When determining that the mystery bonus trigger has been established, the main CPU 71 conducts the mystery bonus processing (step S22). In the processing, the number of payouts (e.g. 300) being set for the mystery bonus is stored into the number-of-payouts storage area provided in the RAM 73.

After the processing of step S22 or when determining in step S21 that the mystery bonus trigger has not been established, the main CPU 71 conducts insurance-check processing which is described later with reference to FIG. 21 (step S23). In the processing, whether or not to conduct payout by the insurance is checked.

The main CPU 71 conducts payout processing (step S24). The main CPU 71 adds the value stored in the number-of-payouts storage area to a value stored in a number-of-credits storage area provided in the RAM 73. It is to be noted that operations of the hopper 113 may be controlled based on input from the CASHOUT switch 33S, and coins of the number corresponding to the value stored in the number-of-payouts storage area may be discharged from the coin payout exit 15A. Further, operations of the ticket printer 171 may be controlled and a ticket with a barcode may be issued on which a value stored in the number-of-payouts storage area is recorded. After the processing has been conducted, the processing is shifted to step S12.

<Initialization Processing when One Game is Over>

Next, with reference to FIG. 14, initialization processing when one game is over in step S12 in FIG. 13 is explained. FIG. 14 is a diagram showing a flowchart of the initialization processing when one game is over of the gaming machine according to the embodiment of the present invention.

First, the main CPU 71 determines whether or not the setting of the duration time of the base game is the second duration time (step S31). When determining that it is not the second duration time, the main CPU 71 terminates the initialization processing when one game is over. On the other hand, when determining that it is the second duration time, the main CPU 71 determines whether or not the condition to switch the mode of the base game from the second duration time to the first duration time is established (step S32).

For example, when the main CPU 71 detects that the mode switching button 37 is operated or that the unit game is not executed continuously for a fixed period of time in the gaming machine 1, the condition is established. When determining that the condition is not established, the main CPU 71 terminates the initialization processing when one game is over. On the other hand, when determining that the condition is established, the main CPU 71 switches the duration time of the base game from the second duration time to the first duration time (step S33). When this processing is executed, the initialization processing when one game is over terminates.

<Coin Insertion/Start Check Processing>

Next, with reference to FIG. 15, coin insertion/start check processing in step S13 in FIG. 13 is explained. FIG. 15 is a diagram showing a flowchart of coin insertion/start check processing of the gaming machine according to the embodiment of the present invention.

First, the main CPU 71 determines whether or not the insertion of a coin(s) is detected by the coin counter 92C (step S41). When determining that the insertion of a coin(s) is detected, the main CPU 71 adds a value stored in the number of credits storage region (step S42). It may also be possible for the main CPU 71 to determine whether or not the insertion of a bill(s) is detected by the bill validator 115, in addition to the insertion of a coin(s), and to add a value corresponding to the bill(s) to a value stored in the number of credits storage region when determining that the insertion of a bill(s) is detected.

When determining that the insertion of a coin(s) is not detected after step S42 or in step 41, the main CPU 71 determines whether or not the value stored in the number of credits storage region is zero (step S43). When determining that the value stored in the number of credits storage region is not zero, the main CPU 71 allows the reception of the operation of the BET button (1-BET button 34, the maximum BET button 35) (step S44).

Next, the main CPU 71 determines whether or not the operation of the BET button is detected (step S45). When detecting that the BET button is pressed by a player by the BET switch (1-BET button 34S, the maximum BET button 35S), the main CPU 71 adds a value stored in a BET number storage region provided in the RAM 73 based on the kind of the BET button and subtracts the value stored in the number of credits storage region (step S46).

Next, the main CPU 71 determines whether or not the value stored in the BET number storage region is the maximum (step S47). When determining that the value stored in the BET number storage region is the maximum, the main CUP 71 prohibits the update of the value stored in the BET number storage region and turns ON a maximum BET flag (step S48). When determining that the value stored in the BET number storage region is not the maximum after step S48 or in step S47, the main CPU 71 determines whether or not the maximum BET flag is ON (step S49).

When determining that the maximum BET flag is ON, the main CPU 71 determines whether or not the operation of the additional BET button 38 is detected (step S50). When detecting that the additional BET button 38 is pressed by a player by the additional BET switch 38S, the main CPU 71 determines whether or not the operation of the mode switching button 37 is detected (step S51).

When detecting that the mode switching button 37 is pressed by a player by the mode switching switch 37S, the main CPU 71 switches the duration time of the base game from the first duration time to the second duration time (step S52). When determining that the maximum BET flag is not ON after step S52 or in step S49, when determining that the maximum BET flag is not ON in step S50, or when determining that the operation of the mode switching button 37 is not detected in step S51, the main CPU 71 allows the reception of the operation of the start button 31 (step S53).

When determining that the operation of the BET button is not detected after step S53 or in step S45 or when determining that the value stored in the number of credits storage region is zero in step S43, the main CPU 71 determines whether or not the operation of the start button 31 is detected (step S54). When determining that the operation of the start button 31 is not detected, the main CPU 71 moves to step S41.

Next, when determining that the operation of the start button 31 is detected, the main CPU 71 executes jackpot-related processing, to be explained later with reference to FIG. 16 (step S55). In this processing, the sum accumulated in the jackpot sum is calculated and transmitted to the external control device 200.

Next, the main CPU 71 executes insurance-related processing, to be explained later with reference to FIG. 17 (step S56). In this processing, the number of games is counted, which will trigger the payout by the insurance. When this processing is executed, the coin insertion/start check process exits.

<Jackpot-Related Processing>

Next, with reference to FIG. 16, the jackpot-related processing in step S55 in FIG. 15 is explained. FIG. 16 is a diagram showing a flowchart of the jackpot-related processing of the gaming machine according to the embodiment of the present invention.

First, the main CPU 71 calculates the accumulated sum (step S71). The main CPU 71 finds the product of the value stored in the BET number storage region and the accumulation ratio set in advance and calculates the sum accumulated in the jackpot sum.

Next, the main CPU 71 transmits the calculated accumulated sum to the external control device 200 (step S72). Upon receipt of the accumulated sum, the external control device 200 updates the jackpot sum. When this processing is executed, the jackpot-related processing exits.

<Insurance-Related Processing>

Next, with reference to FIG. 17, the insurance-related processing in step S56 in FIG. 15 is explained. FIG. 17 is a diagram showing a flowchart of the insurance-related processing of the gaming machine according to the embodiment of the present invention.

First, the main CPU 71 determines whether or not an insurance valid flag is ON (step S91). The insurance valid flag is set ON when a player inputs an instruction to validate the insurance in insurance selection processing, to be explained later with reference to FIG. 25.

When determining that the insurance valid flag is not ON, the main CPU 71 exits the insurance-related processing. On the other hand, when determining that the insurance valid flag is ON, the main CPU 71 updates a value stored in a number of games storage region for insurance provided in the RAM 73 (step S92). The number of games storage region for insurance is a region that stores the number of games until payout is made by the insurance. In the processing in step S92, the main CPU 71 adds one to the value stored in the number of games storage region for insurance. When this processing is executed, the insurance-related processing exits.

<Symbol Sortition Processing>

Next, with reference to FIG. 18, the symbol sortition processing in step S14 in FIG. 13 is explained. FIG. 18 is a diagram showing a flowchart of the symbol sortition processing of the gaming machine according to the embodiment of the present invention.

First, the main CPU 71 extracts random numbers for determining symbols (step S111). Next, the main CPU 71 determines symbols to be stopped of each video reel 3 by sortition (step S112). The main CPU 71 makes the sortition in accordance with each video reel 3 and determines any of 22 symbols (code numbers “00” to “21”) as the symbols to be stopped.

At this time, the main CPU 71 determines symbols to be stopped of each vide reel 3 using a sortition table corresponding to the first payout rate when the duration time of the current base game is the first duration time. When the duration time of the current base game is the second duration time, the main CPU 71 determines symbols to be stopped of each video reel 3 using a sortition table corresponding to the second payout rate.

Next, the main CPU 71 stores the determined symbols to be stopped of each video reel 3 in a symbol storage region provided in the RAM 73 (step S113). Next, the main CPU 71 refers to the symbol combination table (FIG. 12) and determines a winning combination based on the symbol storage region (step S114). The main CPU 71 determines whether or not the combination of symbols displayed on the payline agrees with the combination of symbols specified in the symbol combination table and determines the winning combination. When this processing is executed, the symbol sortition processing exits.

<Symbol Display Control Processing>

Next, with reference to FIG. 19, the symbol display control processing in step S17 in FIG. 13 is explained. FIG. 19 is a diagram showing a flowchart of the symbol display control processing of the gaming machine according to the embodiment of the present invention.

First, the main CPU 71 starts the scroll of the symbol columns of each video reel 3 displayed in the symbol display region 4 on the lower image display panel 141 (step S131). Next, the main CPU 71 stops the scroll of the symbol columns of each video reel 3 based on the above-described symbol storage region (step S132).

At this time, when the duration time of the current base game is the first duration time, the main CPU 71 stops the scroll when the first duration time elapses after the start of the scroll of the symbol columns of each video reel 3. When the duration time of the current base game is the second duration time, the main CPU 71 stops the scroll when the second duration time elapses after the start of the scroll of the symbol columns of each video reel 3. When this processing is executed, the symbol display control processing exits.

<Number of Payouts Determination Processing>

Next, with reference to FIG. 20, the number of payouts determination processing in step S18 in FIG. 13 is explained. FIG. 20 is a diagram showing a flowchart of the number of payouts determination processing of the gaming machine according to the embodiment of the present invention.

The main CPU 71 first determines whether or not the winning combination is the jackpot (step S151). When the main CPU 71 determines that the winning combination is not the jackpot, the main CPU 71 determines the number of payouts corresponding to the winning combination (step S152). For example, when the winning combination is “BELL”, the main CPU 71 determines “8” as the number of payouts (see FIG. 12). It is to be noted that the main CPU 71 determines “0” as the number of payouts in the case where the game is lost. Next, the main CPU 71 stores the determined number of payouts into the number-of-payouts storage area (step S153). After the processing has been conducted, the number-of-payouts determination processing is completed.

When the main CPU 71 determines that the winning combination is the jackpot, the main CPU 71 notifies the external control device 200 of the winning of the jackpot (step S154). It is to be noted that, upon reception of the notification, the external control device 200 transmits to the gaming machine 1 the amount of jackpot having updated up to that time. At this time, a part (e.g. 80%) of the amount of jackpot may be the payout subject and the rest (e.g. 20%) may be carried over for the upcoming establishment of the jackpot trigger.

Next, the main CPU 71 receives the amount of jackpot from the external control device 200 (step S155). The main CPU 71 then stores the received amount of jackpot into the number-of-payouts storage area (step S156). After the processing has been conducted, the number-of-payouts determination processing is completed.

<Insurance-Check Processing>

Next, with reference to FIG. 21, the insurance-check processing is described.

FIG. 21 is a view illustrating a flowchart of the insurance-check processing for the gaming machine according to the embodiment of the present invention.

First, the main CPU 71 determines whether or not the insurance-effective flag is turned on (step S171). When the main CPU 71 determines that the insurance-effective flag is not turned on, the main CPU 71 completes the insurance-check processing.

When the main CPU 71 determines that the insurance-effective flag is turned on, the main CPU 71 determines whether or not a predetermined winning combination has been established (step S172). In the present embodiment, “bonus game trigger”, “jackpot” and “mystery bonus” are subjects of the predetermined winning combination.

When the main CPU 71 determines that the predetermined winning combination has not been established, the main CPU 71 determines whether or not the value stored in the number-of-games storage area for insurance has reached a predetermined number of times (e.g. 300) (step S173). When the main CPU 71 determines that the value stored in the number-of-games storage area for insurance has not reached the predetermined number of times, the main CPU 71 completes the insurance-check processing.

When the main CPU 71 determines that the value stored in the number-of-games storage area for insurance has reached the predetermined number of times, the main CPU 71 conducts payout processing based on the amount of insurance (step S174). The main CPU 71 adds an amount (e.g. 200) previously set as the amount of insurance to the value stored in the number-of-credits storage area.

After step S174 or when determining in step S172 that the predetermined winning combination has been established, the main CPU 71 resets the value stored in the number-of-games storage area for insurance (step S175). Next, the main CPU 71 turns the insurance-effective flag off (step S176). After the processing has been conducted, the insurance-check processing is completed.

<Bonus Game Processing>

Next, with reference to FIG. 22, the bonus game processing in step S20 in FIG. 13 is explained. FIG. 22 is a diagram showing a flowchart of the bonus game processing of the gaming machine according to the embodiment of the present invention.

First, the main CPU 71 determines whether or not the setting of duration time of the base game is the second duration time (step S181). When determining that it is the second duration time, the main CPU 71 executes bonus selection sortition processing to determine whether the bonus game is the big bonus or the small bonus (step S182).

Next, the main CPU 71 executes content determination processing of the bonus selection game (step S183). In this processing, the content of the bonus selection game is determined to be the content that the bonus (big bonus or small bonus) determined by the sortition in the bonus selection sortition processing in step S182 is the selection result. Next, the main CPU 71 executes bonus selection game display control processing to display the content of the bonus selection game determined in the process in step S183 on the lower image display panel 141 (step S184).

Next, the main CPU 71 determines whether or not the bonus determined by the sortition in the bonus selection sortition processing in step S182 is the big bonus (step S185). When determining that the bonus is not the big bonus, the main CPU 71 executes small bonus game processing, to be explained later with reference to FIG. 23 (step S186). When this processing is executed, the bonus game processing exits.

On the other hand, when determining that the duration time is not the second duration time in step S181 and when determining that the bonus is the big bonus in step S185, the main CPU 71 executes big bonus game processing, to be explained later with reference to FIG. 24 (step S187). When this processing is executed, the bonus game processing exits.

<Small Bonus Game Processing>

Next, with reference to FIG. 23, the small bonus game processing in step S186 in FIG. 22 is explained. FIG. 23 is a diagram showing a flowchart of the small bonus game processing of the gaming machine according to the embodiment of the present invention.

First, the main CPU 71 determines the number of bonus games (step S191). The main CPU 71 extracts random numbers for determining the number of bonus games and determines any of a plurality of kinds of the number of bonus games, such as “50”, “70”, and “100”, by sortition.

Next, the main CPU 71 stores the determined number of bonus games in a number of bonus games storage region (step S192).

Next, the main CPU 71 executes the initialization processing when one game is over as in the processing in step S12 explained with reference to FIG. 13 (step S193). Next, the main CPU 71 executes the symbol sortition processing explained with reference to FIG. 18 (step S194). Next, the main CPU 71 executes the effect content determination processing as in the processing in step S16 explained with reference to FIG. 13 (step S195). Next, the main CPU 71 executes the symbol display control processing explained with reference to FIG. 19 (step S196). Next, the main CPU 71 executes the number of payouts determination processing explained with reference to FIG. 20 (step S197).

Next, the main CPU 71 determines whether or not the bonus game trigger is established (step S198). When determining that the bonus game trigger is established, the main CPU 71 determines the number of bonus games to be added (step S199). This determination is made as in the processing in step S191 described above. Next, the main CPU 71 adds the determined number of bonus games to be added to the value stored in the number of bonus games storage region (step S200).

After the processing of step S200 or when determining in step S198 that the bonus game trigger has not been established, the main CPU 71 conducts the payout processing (step S201). In the payout processing, the main CPU 71 adds the value stored into the number-of-payouts storage area in the aforementioned number-of-payouts determination processing of step S197 to a value stored in a number-of-payouts storage area for bonus. The number-of-payouts storage area for bonus is an area for storing a total of the numbers of payouts determined during the bonus games.

When the small bonus game processing has been completed, the main CPU 71 adds the value stored in the number-of-payouts storage area for small bonus to the value stored in the number-of-credits storage area provided in the RAM 73, in the payout processing of step S24 described with reference to FIG. 13. That is, the total of the numbers of payouts determined during the small bonus games is collectively paid out. Here, it is to be noted that coins may be discharged from the coin payout exit 15A, or a ticket with a barcode may be issued.

Next, the main CPU 71 subtracts one from the value stored in the number-of-bonus-games storage area (step S202). Next, the main CPU 71 determines whether or not the value stored in the number-of-bonus-games storage area is zero (step S203). When the main CPU 71 determines that the value stored in the number-of-bonus-games storage area is not zero, the main CPU 71 shifts the processing to step S193. On the other hand, when the main CPU 71 determines that the value stored in the number-of-bonus-games storage area is zero, the main CPU 71 completes the small bonus game processing. When the small bonus game processing has been completed, the processing is shifted to the processing of step S21 described with reference to FIG. 13.

<Big Bonus Game Processing>

Next, with reference to FIG. 24, the big bonus game processing in step S187 in FIG. 22 is explained. FIG. 24 is a diagram showing a flowchart of the big bonus game processing of the gaming machine according to the embodiment of the present invention.

First, the main CPU 71 determines the payout content of the big bonus (step S211). The main CPU 71 extracts three random numbers for determining the big bonus payouts. These random numbers correspond to three values to be selected by the operation of a player in the bonus game of the big bonus.

FIG. 26 and FIG. 27 are diagrams showing an example of an execution state of the bonus game of the big bonus in the gaming machine according to the embodiment of the present invention. In the gaming machine 1 shown in FIG. 26 and FIG. 27, the upper image display panel 131 is customized in accordance with the game content of the gaming machine 1.

The gaming machine 1 shown in FIG. 26 uses regions in nine steps from “100” to “2000” representing the erupting state of a volcano on the upper image display panel 131 to determine the payout of the bonus game at the time of the bonus game of the big bonus. Then, a player selects three out of ten volcanoes displayed on the lower image display panel 141 by the touch operation and obtains the number of step-ups in the erupting state assigned to the selected volcano. Finally, in accordance with the total value of the three numbers of step-ups the player obtains, the erupting state of the volcano on the upper image display panel 131 is stepped up and the payout of the bonus game is determined in accordance with the value corresponding to the achieved step (for example, when the seventh step is achieved, “1500”).

The gaming machine 1 shown in FIG. 27 uses inner and outer roulettes on the upper image display panel 131 to determine the payout of the bonus game at the time of the bonus game of the big bonus. Then, a player selects three out of ten jewels displayed on the lower image display panel 141 by the touch operation and obtains the number of frames to be advanced of the roulette assigned to the selected jewel. Next, in accordance with the total number of the three numbers of frames to be advanced the player obtains, the roulette on the inner side on the upper image display panel 131 is advanced from “START” and the player obtains the value of the achieved position (for example, when the 14th frame from “START” is achieved, “200”). Finally, the obtained value (“200”) multiplied by a magnification determined by the sortition using the outer roulette is determined as the payout of the bonus game.

Consequently, in step S211, the main CPU 71 determines the three values (the number of step-ups or the number of frames to be advanced) a player obtains when executing the bonus game of the big bonus in the gaming machine 1 in FIG. 26 and FIG. 27 by the sortition. In step S211, the main CPU 71 determines the payout of the big bonus as the winning combination by the big bonus game by the three values determined.

Next, the main CPU 71 executes big bonus content determination processing (step S212). In this processing, the main CPU 71 determines the content of the big bonus game to be the content that the three values (the numbers of step-ups or the numbers of frames to be advanced) determined by the sortition in the processing in step S211 are the selection result. Next, the main CPU 71 executes big bonus game display control processing to display the content of the big bonus game determined in the processing in step S212 on the lower image display panel 141 (step S213). Next, the main CPU 71 executes the number of payouts determination processing explained with reference to FIG. 20 (step S214). When this processing is executed, the big bonus game processing exits. When the big bonus game processing exits, the main CPU 71 moves to the processing in S21 explained with reference to FIG. 13.

<Insurance Selection Processing>

Next, with reference to FIG. 25, insurance selection processing is explained. FIG. 25 is a diagram showing a flowchart of the insurance selection processing of the gaming machine according to the embodiment of the present invention.

First, the main CPU 71 determines whether or not the insurance-effective flag is turned on (step S221). When the main CPU 71 determines that the insurance-effective flag is not turned on, the main CPU 71 displays an insurance-ineffective image (step S222). The main CPU 71 transmits a command to display the insurance-ineffective image to the graphic board 130. Based on the command, the graphic board 130 generates the insurance-ineffective image and displays the image to the lower image display panel 141.

As the insurance-ineffective image, for example, an image showing “INSURANCE BET $1.00 TOUCH TO BET” is displayed. This image is an image for prompting the player to select whether or not to make the insurance effective, and notifying the player of the amount required for making the insurance effective. The player can input a command to make the insurance effective by touching a predetermined place on the touch panel 114.

Subsequently, the main CPU 71 determines whether or not an insurance-effective command input has been entered (step S223). When the main CPU 71 determines that the insurance-effective command input has not been entered, the main CPU 71 shifts the processing to step S221 with the insurance-effective flag turned off. On the other hand, when the main CPU 71 determines that the insurance-effective command input has been entered, the main CPU 71 turns the insurance-effective flag on (step S224).

Next, the main CPU 71 subtracts the insurance-purchase amount from the value stored in the number-of-credits storage area (step S225). In the present embodiment, an amount corresponding to, for example, one dollar is subtracted from the value stored in the number-of-credits storage area. After step S225 or when determining in step S221 that the insurance-effective flag is turned on, the main CPU 71 displays the insurance-effective image (step S226).

As the insurance-effective image, for example, an image showing “INSURANCE CONTINUED WIN 200 CREDIT” is displayed. This image is an image informing the player that the insurance is effective, and that the value of “200” is to be added to the value stored in the number-of-credits storage area when the insurance condition is satisfied. After the processing has been conducted, the processing is shifted to step S221.

According to the gaming machine 1 in the present embodiment explained as above, when the duration time of the base game is switched from the first duration time to the second duration time shorter than the former by the operation of the mode switching button 37, the payout rate of the gaming machine 1 is also switched from the first payout rate to the second payout rate higher than the former.

Consequently, in the gaming machine 1, when a player executes the base game continuously for a fixed period of time, the player receives more payouts at the time of the second payout rate than that at the time of the first payout rate.

On the other hand, the duration time of the base game is shorter at the time of the second payout rate than that at the time of the first payout rate, and therefore, when a player executes the base game continuously, the number of base games the player can execute for the fixed period of time is greater at the time of the second payout rate than at the time of the first payout rate.

Consequently, the provider of the gaming machine (for example, casino) will obtain the same profit, which is the number of bets by the player from which the number of payouts to the player is subtracted, as that when the payout rate is the first payout rate as long as the player executes the base game continuously with the gaming machine 1 even if the payout rate of the gaming machine 1 is switched from the first payout rate to the second payout rate higher than the former.

Hence, it is possible to make an attempt to achieve both the realization of attractive payout rates for players and the sales on the side of the provider of the gaming machine 1 (for example, casino).

The configuration employed in the present embodiment may be omitted, in which when the duration time of the base game is switched between the first duration time and the second duration time by the operation of the mode switching button 37, in relation to this, the payout rate of the gaming machine 1 is switched between the first payout rate and the second payout rate.

In the present embodiment, the configuration is such that additional bets are required by the operation of the additional BET button 38 to switch the payout rate of the gaming machine 1 from the first payout rate to the second payout rate by the switching operation of the duration time of the base game from the first duration time to the second duration time by the mode switching button 37. This configuration may be omitted, however, by providing it rather than omitting, such a configuration can be obtained that a player can switch the payout rate of the gaming machine 1 from the first payout rate to the second payout rate by the player's own will.

Further, in the present embodiment, the winning probability of the bonus game is set higher at the time of the second payout rate than that at the time of the first payout rate. This configuration may be omitted. However, by providing it rather than omitting, it becomes easier for a player to recognize an increase in the payout rate by the switching from the first payout rate to the second payout rate by the frequency of winning the bonus game. Hence, it is possible to make a player more interested in switching of the payout rate from the first payout rate to the second payout rate by the operation of the mode switching button 37.

Further, in the present embodiment, the configuration is such that at the time of the second payout rate when the winning probability of the bonus game is high, the small bonus is caused to occur selectively along with the big bonus, which does not exist at the time of the first payout rate. This configuration may be omitted. However, by providing it rather that omitting, it is possible to prevent the number of payouts to a player from increasing simply even if the frequency of winning the bonus game is set higher at the time of the second payout rate than that at the time of the first payout rate. Due to this, it is possible to prevent the profit the side of the provider of the gaming machine 1 will obtain, which is the number of bets by a player from which the number of payouts to the player is subtracted, from decreasing considerably at the time of the second payout rate compared to that at the time of the first payout rate.

In the present embodiment, the configuration is such that the ratio of the number of payouts by the bonus game is higher at the time of second payout rate than that at the time of the first payout rate. This configuration may be omitted. However, by providing it rather than omitting, it is possible to make the respective payout rates have respective features that the ratio of the number of payouts by the base game is high at the time of the first payout rate and that the ratio of the number of payouts by the bonus game is high at the time of the second payout rate.

Further, in the present embodiment, the configuration is such that when the duration time of the base game is the second duration time, the execution time of the effect images and the effect sounds of the base game is shorter than that when the duration time of the base game is the first duration time. This configuration may be omitted. However, by providing it rather than omitting, it is possible to prevent the effect from being continued after the base game is over because the effect of the base game is executed in the same required time as that when the base game is executed in the first duration time when the base game is executed in the second duration time.

When making the execution time of the effect images and the effect sounds of the base game when the duration time of the base game is the second duration time shorter than that when the duration time of the base game is the first duration time, it may also be possible to make use of individual sources of the effect images and the effect sounds in accordance with the execution times, respectively (see FIG. 6 and FIG. 7). However, if the same effect images (see FIG. 6, FIG. 8, and FIG. 9) and the effect sounds of the same source when the duration time of the base game is the first duration time are used also when the duration time of the base game is the second duration time, it is possible to prevent an increase in amount of data because the source is shared.

In the present embodiment, the configuration is such that when the main CPU 71 detects the operation of the mode switching button 37 or the main CPU 71 detects that the unit game in the gaming machine 1 is not executed for a fixed period of time and the condition is established, the modes of the base game are switched from the second duration time to the first duration time and thereby the payout rate of the gaming machine 1 is also switched from the second payout rate to the first payout rate. This configuration may be omitted. However, by providing it rather than omitting, it is possible for a player to switch the duration time of the base game from the second duration time back to the original first duration time and switch the payout rate of the gaming machine 1 from the second payout rate back to the original first payout rate by the player's own will.

According to the gaming machine and the control method thereof according to the present invention, it is possible to make the attempt to achieve both the realization of attractive payout rates for players and the sales on the side of the machine provider.

The embodiments of the present invention are explained as above, however, these are merely examples and do not limit the present invention in particular, and the specific configuration of each unit can be modified in design appropriately. Further, the effects described in the embodiments of the present invention are merely the most preferable effects obtained from the present invention, and the effects of the present invention are not limited to those described in the embodiments of the present invention.

For example, in the embodiments described above, explanation is given using the example of the slot game as the unit game. However, the present invention can be applied to various kinds of gaming machine that executes other various games, such as a card game, as the unit game.

In the detailed explanation given above, for an easier understanding of the present invention, the characteristic parts are explained mainly. However, the present invention is not limited to the embodiments described in the above-mentioned detailed explanation but can be applied to other embodiments and there are a variety of application ranges. Further, the terms and wording used in the present specification are used only for the purpose of the appropriate explanation of the present invention and not used to limit the interpretation of the present invention. It seems that persons skilled in the art can easily deduce other configurations, methods, etc., included in the concept of the present invention based on the concept of the invention described in the present specification. Because of this, it should be regarded that the description of the scope of claims includes equivalent configurations in the scope not deviating from the scope of the technical idea of the present invention. Further the object of the abstract is to enable the Japanese Patent Office, general public institutions, engineers belonging to technical fields not skilled in the patent, legal terms, or technical terms, etc. to quickly appreciate the technical contents and the gist of the present application by a simple examination. Consequently, the abstract is not intended to limit the scope of the invention that should be evaluated by the description of the scope of claims. Further, in order to sufficiently understand objects of the present invention and the effects inherent in the present invention, it is desirable to interpret the present invention by sufficiently referring to documents etc. already disclosed.

The detailed explanation described above includes processing executed by a computer. The explanation and representation described above are given for the purpose that persons skilled in the art can understand most efficiently. In the present specification, it should be understood that each step used to derive one result is processing without self-contradiction. In each step, transmission/reception, recording, etc., of an electrical or magnetic signal are executed. In the processing in each step, such a signal is represented as a bit, value, symbol, letter, term, figure, etc., however, it should be noted that these are used merely for the sake of convenience of explanation. There is a case where the processing in each step is described by the representation common to the behavior of a human, however, the processing explained in the present application is executed by various kinds of device, as a general rule. Other configurations required to execute each step will be obvious from the explanation given above.

The present invention is very useful in the attempt to achieve both the realization of attractive payout rates for players and the sales on the side of the machine provider (for example, casino).

According to the gaming machine and the control method thereof according to the present invention, it is possible to make the attempt to achieve both the realization of attractive payout rates for players and the sales on the side of the machine provider. 

1. A gaming machine comprising: a switch to be operated to switch payout rates of the gaming machine that repeatedly executes a unit game; and a controller that executes processing to make a duration time required for the unit game from start to end, which is started when the payout rate is switched from a first payout rate to a second payout rate higher than the first payout rate by the operation of the switch, shorter than that when the payout rate is switched to the first payout rate.
 2. The gaming machine according to claim 1, further comprising: a reception device that receives a bet of gaming medium; and a detection device that detects the operation to start the unit game when the reception device receives a bet of gaming medium for the unit game, wherein the controller executes processing to start the unit game when the detection device detects the operation to start and executes, before the detection device detects the operation to start, processing to receive the switching of the payout rate by the operation of the switch from the first payout rate to the second payout rate when the reception device receives an additional bet of gaming medium in addition to the bet of gaming medium for the unit game.
 3. The gaming machine according to claim 1, wherein the controller executes processing to set higher the winning probability of a lottery to transition from a base game in the unit game to a bonus game more advantageous for a player than the base game when the payout rate is switched to the second payout rate than when the payout rate is switched to the first payout rate.
 4. The gaming machine according to claim 3, wherein the controller executes processing to cause a player to win either a first bonus game a number of payouts of which is the same as that when the payout rate is switched to the first payout rate or a second bonus game a number of payouts of which is smaller than that when the payout rate is switched to the first payout rate when the player wins the lottery when the payout rate is switched to the second payout rate.
 5. The gaming machine according to claim 3, wherein the controller executes processing to set the ratio of the number of payouts by the bonus game to a total number of payouts in the gaming machine when the payout rate is switched to the second payout rate higher than that when the payout rate is switched to the first payout rate.
 6. The gaming machine according to claim 1, wherein the controller executes processing to make the execution time of an effect in the unit game when the payout rate is switched to the second payout rate shorter than that when the payout rate is switched to the first payout rate.
 7. The gaming machine according to claim 1, wherein the controller, when the payout rate is switched to the second payout rate, executes the processing to present a second effect in the unit game the execution time of which is shorter than that of a first effect presented in the unit game when the payout rate is switched to the first payout rate.
 8. The gaming machine according to claim 1, wherein the controller executes the processing to switch the payout rate from the second payout rate to the first payout rate at least one of when the operation to switch from the second payout rate to the first payout rate is executed by the switch and when a next unit game is not started even when a predetermined period of time elapses after the previous unit game is over.
 9. A gaming machine comprising: a switch to be operated to switch payout rates of the gaming machine that repeatedly executes the unit game and; a controller that executes, when the payout rate is switched to the second payout rate higher than the first payout rate by the operation of the switch, processing to make the same the number of remaining payouts, which is the total number of bets of gaming medium for the unit game per unit operating time from which the number of payouts is subtracted, in the operating time during which the unit game is executed in the gaming machine as that when the payout rate is switched to the first payout rate.
 10. A method of controlling a gaming machine that repeatedly executes a unit game, comprising the steps of: switching a payout rate of the gaming machine from the first payout rate to the second payout rate higher than the first payout rate based on an operation of the switch; and making a duration time required for the unit game from start to end which is started when the payout rate is switched to the second payout rate shorter than that when the payout rate is switched to the first payout rate.
 11. A gaming machine comprising: a switch to be operated to switch a duration time required for the unit game from start to end in the gaming machine that repeatedly executes the unit game; and a controller that executes, when the duration time is switched from a first duration time to a second duration time shorter than the former by the operation of the switch, processing to make shorter an execution time of the effect from start to end in the unit game in synchronization with the duration time.
 12. The gaming machine according to claim 11, wherein the effect is a motion picture having a story and the controller executes, when the duration time is switched to the second duration time, processing to increase the playback rate of the motion picture that requires the first duration time as a required period of time to play back the motion picture within the second duration time as a required period of time. 